I need artwork for my first game so that's generated as a place holder for a human artist in the future. Just the artwork is generated, the game is made by me.
- Creator
- MoSifff's Games
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,380 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
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Interactive or runtime AI features disclosed by the developer.
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I need artwork for my first game so that's generated as a place holder for a human artist in the future. Just the artwork is generated, the game is made by me.
With the help of neural networks, voiceover was made in Silent home.
Some materials in this game were created using generative AI tools.
Some of the soundtrack is generated using AI
Generative AI used for: Voiceover Talents. Musics.
Some visual and audio assets in Gerze: The Deep were created or enhanced with the assistance of AI-based tools during development. These tools helped generate or refine certain textures, images, sound elements, and environmental details. All AI-assisted content was reviewed, edited, and integrated by the developer. AI was not used to generate gameplay, code, or real-time content.
Some of the textures and sounds used in this game are created with generative AI.
Two music tracks were sourced from AI music artists. They are currently placeholders and may be replaced during development of the full game.
AI is used to create the graffiti textures in the game, which are found on buildings in the streets and sometimes indoors.
We utilize generative AI tools to create specific pre-rendered assets used in the game's introduction, including atmospheric concept images and two cinematic video sequences. These assets are used exclusively for world-building and narrative setup to enhance the game's opening experience.
Generative AI tools were used during development to assist in the creation of certain game assets, including 3D models, textures, images, voice processing, character dialogue, music, and sound effects. All AI-assisted content was reviewed, edited, and integrated by the developer to ensure quality and consistency with the game’s artistic vision.
Musics present in the game were composed with the help of generative AI
During the development of the game, generative artificial intelligence tools were partially used. AI was used to help create some graphic elements. All the results were finalized and integrated manually by the developers in accordance with the artistic vision of the project. Generative AI is not used to create user-generated content in real time during gameplay.
Store based items and some ICON art that was then modified to fit game
This demo includes a limited number of pre-generated AI-assisted art assets used as placeholders (e.g., some concept/illustration elements and textures). These assets are not generated in real time and do not affect gameplay. We plan to replace AI-assisted placeholder assets with original final assets for the full release.
Some environmental posters visible in the game were initially created using generative AI tools and then manually edited and integrated by the developer. These assets are static decorative elements and do not affect gameplay or narrative systems.
Only code
UmbraNet uses generative artificial intelligence to create some visual content that appears both in-game and on the store page, such as certain images and graphical elements used for atmosphere and presentation. All AI-generated content is pre-generated and curated by the me (developer) before being included in the game or its marketing materials. No generative AI systems are used during live gameplay, and no player data is collected or processed by AI. Generative AI is not used for programming, gameplay logic, systems design, or code development. All game mechanics and technical implementation are created manually by the developer.
Some Steam Store materials have been created using generative AI. Some in-game assets (descriptions, textures, music) have been created using generative AI.
Player photos and team logos are generated by AI.
AI was used to translate in-game text and store page content from Japanese into English.
Este jogo utiliza ferramentas modernas de inteligência artificial como apoio em etapas específicas do processo de desenvolvimento, incluindo a criação de elementos visuais, textos, dublagem e traduções. Todo o conteúdo apresentado ao jogador foi revisado, ajustado e integrado manualmente pela equipe de desenvolvimento, seguindo uma direção criativa definida, com foco na narrativa, atmosfera e experiência final.
We use pre-generated AI assets for background images. However, we do not use any raw AI-generated content directly. All AI-generated images are strictly used only as a base and are manually retouched and polished by human artists
This game was developed by a solo creator using generative AI tools to assist in the creation of visual assets (including environmental textures, character portraits, and UI elements) and background music. All AI-generated content has been manually reviewed, edited, and integrated to ensure it fits the game's horror atmosphere and narrative.
All images within the game were generated using a neural network.
Claude wrote the game's code. All other aspects are human-made.
We use AI in a very limited way to generate rough starting meshes for 3D models. Those initial models act only as a starting point - similar to a placeholder. From there, all the work is done by us: Models are manually refined, rebuilt, optimized and integrated by the development team. All environments, level design, lighting, materials, and world building are hand-crafted. All gameplay systems, programming, mechanics, and logic are human-written. All story, narrative design, pacing and world lore are human-created. All art direction, maps, layouts, and creative decisions are human-driven. The purpose of this is simple: to remove an entry barrier so this game can exist. We are a small, self-funded team of two developers learning Unreal Engine hands-on, building everything piece by piece. Using AI in this limited way allows us to start from a basic form instead of a blank screen - but the final result is the product of human effort, learning, iteration, and creative intent. We know this can be a sensitive topic, especially for artists and voice actors, and those concerns are completely valid. We truly appreciate everyone who chooses to be a part of this journey.
This game uses generative AI tools to assist in creating some pre-generated background images and concept art during development. All AI-generated assets were heavily edited and refined by human artists to ensure originality and quality. No live/in-game AI generation is used. No external AI services are connected during gameplay.
The goal of AI's use during our production was for it to be used sparingly, and speed up production of elements deemed trivial in that they don't affect the intrinsic spirit of the game or artstyle. AI was used in the generation of some textures and objects that were later composited to create scene backgrounds (similar to the photo-bashing technique used by concept artists). Lastly, some voices and voice lines were generated by text-to-speech tools.
AI Content Disclosure This game uses a combination of traditional game development tools, image editing software, and AI-assisted tools in the creation of certain sprites, models, textures, and visual assets. All content has been reviewed and integrated by the developer.
This game utilizes pre-generated AI content to enhance the visual and audio experience. This includes 2D assets for UI/menus, marketing capsule images, and synthesized voiceovers for characters. All AI-generated elements have been manually reviewed, edited, and integrated by the development team to ensure they align with the game's creative vision and adhere to platform guidelines.
Generative AI was used to create the promotional artwork (capsules and banners) for the store page. In-game, the soldiers' voices were generated using AI text-to-speech technologies.
Midnight Oil Prologue uses assets purchased from the Unreal FAB Marketplace. Therefore, we cannot guarantee that all assets in our game were produced without generative AI. We also plan on using generative AI to make promotional materials for marketing purposes.
Generative AI is used only to assist with localization/translation. All localized text is reviewed and edited by the developer. No AI-generated art, audio, or in-game live generation is used.
Thunderhawk: Danger Close uses a minimal amount of AI generated assets, including a handful of textures, marketing art, and dialog. Roughly 95% of the game's total content is human-authored, including all models, sound effects, music, and code. A detailed AI-generated content disclosure can be found on our website.
The music in this game was created using AI.
Generative AI was used in the creation of some art assets in this game.
AI-generated resources were used for certain character voice lines in the promotional trailer.
The game uses some AI-generated images.
We use AI-generated tools to create some of the promotional artwork and store assets (banners and capsules).
Model and image production were carried out using AI technology
This game uses generative AI for various voice overs.
I consult with the Chat GPT regularly, use it to write simple scripts, troubleshoot, and most of the stores images are made with AI's help.
AI-generated content is used in the backgrounds and in-game images of this title.
Generative AI tools are used in War Commander to modify existing art assets. Some 2D animations are created using our own custom characters and AI tools.
AI-generated tools were used to assist in the creation of certain promotional artwork displayed on the Steam store page. No AI-generated content is used within the gameplay, story, audio, or interactive elements of the game.
During the development of Cognitive Fracture, AI tools were used as assistants to support the creation of certain elements, such as text-to-speech voices, cover artwork, some non-interactable objects, and parts of the music. All final assets, design decisions, and gameplay remain the original work of our development team.
Generative AI was used during development to assist with the creation of some 2D images, audio assets, and the initial translation of text. All AI-generated content was reviewed, edited, and approved by the developer before being included in the game.
All cards in the game that currently have art are created using various AI generators and models. All AI artwork contained within this game is to be considered temporary over a long term period of time. Some AI generated artworks may be replaced by human-made artwork of the course of this game's existence. New cards added into the game may or may not contain AI artworks. Any replacements of AI to human-made artworks will always be announced in the game's Discord server.
Some images, loading screens.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Dusk Runners In-game content art | I need artwork for my first game so that's generated as a place holder for a human artist in the future. Just the artwork is generated, the game is made by me. | MoSifff's Games | - | Mar 18, 2026 | |
Silent home In-game content audio | With the help of neural networks, voiceover was made in Silent home. | Red Kraken studio | - | Mar 18, 2026 | |
CYBERTOLIA : The Last Canton Unclear | Some materials in this game were created using generative AI tools. | kursad.gamedev | - | Mar 18, 2026 | |
SS13 BAR SIM In-game content audio | Some of the soundtrack is generated using AI | el3_elo | - | Mar 18, 2026 | |
The Ghost Of Solaris audio | Generative AI used for:
Voiceover Talents.
Musics. | MSP Universe | - | Mar 18, 2026 | |
Gerze The Deep In-game content artaudio | Some visual and audio assets in Gerze: The Deep were created or enhanced with the assistance of AI-based tools during development. These tools helped generate or refine certain textures, images, sound elements, and environmental details. All AI-assisted content was reviewed, edited, and integrated by the developer. AI was not used to generate gameplay, code, or real-time content. | Ceus Games | - | Mar 18, 2026 | |
Echoes of the Museum In-game content artaudio | Some of the textures and sounds used in this game are created with generative AI. | Vania Studios | - | Mar 18, 2026 | |
Staged: Open House In-game content audio | Two music tracks were sourced from AI music artists. They are currently placeholders and may be replaced during development of the full game. | Leeding Apps | - | Mar 18, 2026 | |
Nerobreak: Cult Fall In-game content art | AI is used to create the graffiti textures in the game, which are found on buildings in the streets and sometimes indoors. | Walther Von Crade | - | Mar 18, 2026 | |
REMNANT: Rebirth In-game content art | We utilize generative AI tools to create specific pre-rendered assets used in the game's introduction, including atmospheric concept images and two cinematic video sequences. These assets are used exclusively for world-building and narrative setup to enhance the game's opening experience. | Hysteresis Studio | - | Mar 18, 2026 | |
Dark Fantasy In-game content artaudiotext | Generative AI tools were used during development to assist in the creation of certain game assets, including 3D models, textures, images, voice processing, character dialogue, music, and sound effects. All AI-assisted content was reviewed, edited, and integrated by the developer to ensure quality and consistency with the game’s artistic vision. | Nolodin Games LLC | - | Mar 18, 2026 | |
Combat Playground In-game content audio | Musics present in the game were composed with the help of generative AI | BloodRex | - | Mar 18, 2026 | |
No Further Instructions In-game content art | During the development of the game, generative artificial intelligence tools were partially used.
AI was used to help create some graphic elements. All the results were finalized and integrated manually by the developers in accordance with the artistic vision of the project.
Generative AI is not used to create user-generated content in real time during gameplay. | Apex Seven | - | Mar 18, 2026 | |
Dracula - Blood Moon In-game content art | Store based items and some ICON art that was then modified to fit game | Outlaw Games | - | Mar 18, 2026 | |
Rituals & War: Shan Hai In-game content art | This demo includes a limited number of pre-generated AI-assisted art assets used as placeholders (e.g., some concept/illustration elements and textures). These assets are not generated in real time and do not affect gameplay. We plan to replace AI-assisted placeholder assets with original final assets for the full release. | Little Puck Studio | - | Mar 18, 2026 | |
Yellowcreek Stories - The Cabin Watcher In-game content art | Some environmental posters visible in the game were initially created using generative AI tools and then manually edited and integrated by the developer. These assets are static decorative elements and do not affect gameplay or narrative systems. | Carlos Azuaga | - | Mar 18, 2026 | |
Crossline Dev only code | Only code | Mor. Game Studio | - | Mar 18, 2026 | |
UmbraNet In-game content art | UmbraNet uses generative artificial intelligence to create some visual content that appears both in-game and on the store page, such as certain images and graphical elements used for atmosphere and presentation.
All AI-generated content is pre-generated and curated by the me (developer) before being included in the game or its marketing materials. No generative AI systems are used during live gameplay, and no player data is collected or processed by AI.
Generative AI is not used for programming, gameplay logic, systems design, or code development. All game mechanics and technical implementation are created manually by the developer. | Eragos Games | - | Mar 18, 2026 | |
HotFix In-game content textartaudio | Some Steam Store materials have been created using generative AI.
Some in-game assets (descriptions, textures, music) have been created using generative AI. | Triple Point Interactive | - | Mar 18, 2026 | |
Cybersport Manager In-game content art | Player photos and team logos are generated by AI. | Glitch Tactics | - | Mar 18, 2026 | |
お姉さんのいる屋敷 RUIN'S HOUSE In-game content text | AI was used to translate in-game text and store page content from Japanese into English. | HunshiRyu | - | Mar 18, 2026 | |
R.E.G.O In-game content artaudiotext | Este jogo utiliza ferramentas modernas de inteligência artificial como apoio em etapas específicas do processo de desenvolvimento, incluindo a criação de elementos visuais, textos, dublagem e traduções.
Todo o conteúdo apresentado ao jogador foi revisado, ajustado e integrado manualmente pela equipe de desenvolvimento, seguindo uma direção criativa definida, com foco na narrativa, atmosfera e experiência final. | oCarrasco | 32 | Mar 18, 2026 | |
연무 In-game content art | We use pre-generated AI assets for background images. However, we do not use any raw AI-generated content directly. All AI-generated images are strictly used only as a base and are manually retouched and polished by human artists | HollowGuys | - | Mar 18, 2026 | |
MALAM: School In-game content artaudio | This game was developed by a solo creator using generative AI tools to assist in the creation of visual assets (including environmental textures, character portraits, and UI elements) and background music. All AI-generated content has been manually reviewed, edited, and integrated to ensure it fits the game's horror atmosphere and narrative. | HEXA XII | - | Mar 18, 2026 | |
WarmInside In-game content art | All images within the game were generated using a neural network. | Valera Entertainment | - | Mar 18, 2026 | |
The Black Whale Dev only code | Claude wrote the game's code. All other aspects are human-made. | Marrit | 92 | Mar 18, 2026 | |
Unending Watch - Dead Man's Fingers In-game content art | We use AI in a very limited way to generate rough starting meshes for 3D models. Those initial models act only as a starting point - similar to a placeholder. From there, all the work is done by us: Models are manually refined, rebuilt, optimized and integrated by the development team. All environments, level design, lighting, materials, and world building are hand-crafted. All gameplay systems, programming, mechanics, and logic are human-written. All story, narrative design, pacing and world lore are human-created. All art direction, maps, layouts, and creative decisions are human-driven.
The purpose of this is simple: to remove an entry barrier so this game can exist.
We are a small, self-funded team of two developers learning Unreal Engine hands-on, building everything piece by piece. Using AI in this limited way allows us to start from a basic form instead of a blank screen - but the final result is the product of human effort, learning, iteration, and creative intent.
We know this can be a sensitive topic, especially for artists and voice actors, and those concerns are completely valid.
We truly appreciate everyone who chooses to be a part of this journey. | After Dark Gaming LLC | - | Mar 18, 2026 | |
我主沉浮-Master of Fate's Tides In-game content art | This game uses generative AI tools to assist in creating some pre-generated background images and concept art during development. All AI-generated assets were heavily edited and refined by human artists to ensure originality and quality. No live/in-game AI generation is used. No external AI services are connected during gameplay. | 马鹏飞 | - | Mar 18, 2026 | |
Love You To Pieces In-game content artaudio | The goal of AI's use during our production was for it to be used sparingly, and speed up production of elements deemed trivial in that they don't affect the intrinsic spirit of the game or artstyle.
AI was used in the generation of some textures and objects that were later composited to create scene backgrounds (similar to the photo-bashing technique used by concept artists).
Lastly, some voices and voice lines were generated by text-to-speech tools. | Soulsoftea | - | Mar 18, 2026 | |
Novorsk In-game content art | AI Content Disclosure
This game uses a combination of traditional game development tools, image editing software, and AI-assisted tools in the creation of certain sprites, models, textures, and visual assets. All content has been reviewed and integrated by the developer. | Phantom Byte Interactive | - | Mar 18, 2026 | |
Auto Tuktuk Mafia In-game content artaudio | This game utilizes pre-generated AI content to enhance the visual and audio experience. This includes 2D assets for UI/menus, marketing capsule images, and synthesized voiceovers for characters. All AI-generated elements have been manually reviewed, edited, and integrated by the development team to ensure they align with the game's creative vision and adhere to platform guidelines. | Gamepoc | - | Mar 18, 2026 | |
Tacticell Arena In-game content audioart | Generative AI was used to create the promotional artwork (capsules and banners) for the store page. In-game, the soldiers' voices were generated using AI text-to-speech technologies. | Antheed | - | Mar 18, 2026 | |
Midnight Oil: Prologue Store/marketing art | Midnight Oil Prologue uses assets purchased from the Unreal FAB Marketplace. Therefore, we cannot guarantee that all assets in our game were produced without generative AI. We also plan on using generative AI to make promotional materials for marketing purposes. | RD7 Studios | - | Mar 18, 2026 | |
Check-In, Never Out In-game content text | Generative AI is used only to assist with localization/translation. All localized text is reviewed and edited by the developer. No AI-generated art, audio, or in-game live generation is used. | HogletNovaGames | - | Mar 18, 2026 | |
Thunderhawk: Danger Close In-game content arttext | Thunderhawk: Danger Close uses a minimal amount of AI generated assets, including a handful of textures, marketing art, and dialog. Roughly 95% of the game's total content is human-authored, including all models, sound effects, music, and code. A detailed AI-generated content disclosure can be found on our website. | Funagen Games | - | Mar 18, 2026 | |
Horde Overrun In-game content audio | The music in this game was created using AI. | merius | - | Mar 18, 2026 | |
Re:Echo In-game content art | Generative AI was used in the creation of some art assets in this game. | f8game.studio | - | Mar 18, 2026 | |
Supernatural Haven In-game content audio | AI-generated resources were used for certain character voice lines in the promotional trailer. | Sleepy Cat Studio | - | Mar 18, 2026 | |
Bullet Head In-game content art | The game uses some AI-generated images. | Warkuda | 10 | Mar 18, 2026 | |
Zero-G Combat Store/marketing art | We use AI-generated tools to create some of the promotional artwork and store assets (banners and capsules). | Fantasia for Information | - | Mar 18, 2026 | |
Mo Wu Tian Gong Unclear art | Model and image production were carried out using AI technology | 吴健002 | - | Mar 18, 2026 | |
Everyone's dead In-game content audio | This game uses generative AI for various voice overs. | Reindeer Grove | - | Mar 18, 2026 | |
Slums: DriveBy Store/marketing codeart | I consult with the Chat GPT regularly, use it to write simple scripts, troubleshoot, and most of the stores images are made with AI's help. | Urban Bear Studio | - | Mar 18, 2026 | |
灰色の空で大手を振るう In-game content art | AI-generated content is used in the backgrounds and in-game images of this title. | mokosoft | - | Mar 18, 2026 | |
War Commander In-game content art | Generative AI tools are used in War Commander to modify existing art assets. Some 2D animations are created using our own custom characters and AI tools. | KIXEYE | - | Mar 18, 2026 | |
Cliché Horror 2000s: The Witch’s Lair Store/marketing art | AI-generated tools were used to assist in the creation of certain promotional artwork displayed on the Steam store page. No AI-generated content is used within the gameplay, story, audio, or interactive elements of the game. | High Room Game studio | - | Mar 18, 2026 | |
Cognitive Fracture In-game content audioart | During the development of Cognitive Fracture, AI tools were used as assistants to support the creation of certain elements, such as text-to-speech voices, cover artwork, some non-interactable objects, and parts of the music. All final assets, design decisions, and gameplay remain the original work of our development team. | Funny Spritz Interactive | - | Mar 18, 2026 | |
City of Hunger In-game content artaudiotext | Generative AI was used during development to assist with the creation of some 2D images, audio assets, and the initial translation of text. All AI-generated content was reviewed, edited, and approved by the developer before being included in the game. | MVCAO Studios | - | Mar 18, 2026 | |
Clash of Worlds In-game content art | All cards in the game that currently have art are created using various AI generators and models. All AI artwork contained within this game is to be considered temporary over a long term period of time. Some AI generated artworks may be replaced by human-made artwork of the course of this game's existence. New cards added into the game may or may not contain AI artworks. Any replacements of AI to human-made artworks will always be announced in the game's Discord server. | Thuri Tech Studios | - | Mar 18, 2026 | |
Ashes of Kardoria In-game content art | Some images, loading screens. | Ashes of Kardoria | - | Mar 18, 2026 |